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The official Suggestions thread, if you want something changed/removed/added to the game, use this topic. I won't reply to every suggestion, but if anything inspired by this thread is added to the game, you will be properly credited in the patchnotes!
Before posting please check the [List of changes and Development Roadmap](https://www.kongregate.com/forums/982279-pixels-filling-squares-3-0/topics/1566303-list-of-changes-and-development-roadmap) thread, if something is already in in the 'Coming Next' section don't include it in your suggestion.
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When I click the collect button while it's greyed out, the critical collect still activates. I think that critical collect should only be triggered when the collect button is lit up/there is one or more things to collect.
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I liked the other versions of the game and I'm liking this one for now (30min playing), so here it goes some suggestions.
- Tooltips, when I move the mouse over the abilities like G1, G2 etc would be nice to see how much bonus I get and for how much time. Moving over autocollect and know how much o % I will gain in relation to manually collecting.
- One thing that would be very nice is to know how much a building cost in relation of generated pixels, so I know the more eficcient building to buy without having to make a table on excel.
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+1 for those tooltips ^^^
also perk for free limit upgrade after 50 auto-collects needs a counter displayed please.
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Maybe this is just a personal thing, but if there are playtime challenges, I feel like there needs to be some way to see how long a current run is.
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Add a reward to the challanges (currently the only thing that is listed are the goal, not the rewards for completing it)
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If there's a challenge active, hovering over the challenge button (which now shows the challenge coord) should show you the completion goal and the reward as a tooltip.
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The tier generators should show their per generator incomes as well as the total
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A button to download exported save files would be a nice QoL addition.
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The G1 G2 and stuff there realy need some Tooltip or anything. I have no freakin clue what they do or cost to cast...
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Current progress on a challenge would also be nice. I have no idea how many times I've activated hacks so I have no idea how far into the challenge I am.
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Change the workflow for autocast. The modality of it doesn't so much work for me. "You can either auto cast or manually cast" isn't great.
Shift-click to turn it on/off, click to use it as normal would be preferential.
YMMV
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Zajebista gra!
I have big troubles with memory to webgl (every ~5min it's freezing the game),
I saw you mostly repeated content from earlier versions, so maybe it's time for new tab where you can spend prestige points? Like next skill points tab but extremly hard to obtain (few thousands for one square and e.g. one square unlock prestige for generator I for 100x (yea, like from filling squares 2.0) - that's make way to much harder challenges and extends gameplay.
The idea with tooltips also sounds good (even if you check this in the corner of window or floating with mouse)
I think it's better to take timer on hack's - 
...and graphics for sextagon, septagon, octagon etc., sometimes people includes minigames,
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Maybe a stats menu so I can see how many hacks I've done.
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An option to tie the autocollect target to the current zoom is another QoL addition
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Highlighting letter and numbers on prestige gris when hover over one of the upgrades
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Auto-cast priority system
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I'd like to see some sort of list of all the potential upgrades and which ones I have.
Having to go through the skill grid to see what I've got doesn't really work as they are all so far apart. I don't feel like I'm having much of a say in my strategy, focusing on G1 or G2 or something, because I can never get a firm grasp of what buffs I've unlocked and what they're all doing.
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Can we lock the prestige grid (when its locked you can modify it and when you unlock it, you can't modified it and the game auto reset). So left click = add and right click = remove. I had to redo my grid twice because i missclick one cell and it really take long when you are looking for a specific build.
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Some sort of indicator that a hack is active besides the white box would be fantastic. It's very hard to know at a glance if a hack is active when there's only a little time left on it. Maybe turn the box green or make the text extra bold or something.
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I think this game would be better balanced in the long term by ditching the offline Boost Time mechanic in favor of just calculating offline gains. Every offline solution is going to have pro's and con's for different players but here is how I see this model shaping up for me, personally:
-This game seems to be balanced mostly around relatively short milestones, as far as idle games go. I actually find this quite refreshing, to think that staying engaged might mean I have room to unplug for a few days here and there and then feel like I can "finish" the game on a relatively short timespan.
-Since the point of diminishing returns in PP/SP return comes up pretty bluntly, I see myself just leaving the game off and checking for updates every now and then, so I'll be racking up Offline Boost in the meantime.
-When I come back and there are new challenges or whatever's in store, I'll have all this offline boost to use. So every time I jump in, there's going to be a somewhat harsh slingshot effect where I'll get used to playing in the fastlane, and then be left feeling like "normal" gameplay is slow by comparison.
-This is probably going to lead me to lean towards just turning the game off and getting used to not playing so I can get back in the fast lane when I actually do. I can't quite recall the circumstances but I think I sort of weaned myself off of DX with this pattern, until it reached the point that I just stopped thinking about the game altogether.
By comparison, I think the more traditional approach that many idle games use would be strong here, where the pacing more or less boils down to "If you run this for a few hours, it's just like you never turned the game off. If you run it for a day, it'll be noticeable that you're further behind compared to if you were there to keep buying upgrades or prestige, etc. If you run it for months, well you didn't make months of progress which is good because now you get to actually play the game instead of steamrolling everything". I don't have experience with it on the programming end but this game seems like one where the majority of mechanics could be pretty easily simulated in a "while you were away..." catchup.
I could also see this game actually pulling off something that many idle games end up struggling with, which is to have Offline bonuses that actually amount to a good playstyle. A lot of games seem to struggle with these bonuses being laughably pointless (because a few minutes of active play tend to have so much more going on that you'll blow past what a good offline build can accomplish at length), or they start getting plugged into online mechanics as an attempt to fix that, and it all just misses the point because they're still useless for Offline, and now they have to be balanced more delicately than ever. This game's skill grid makes me think that it could actually pull off a unique balance of Offline Builds that are worth setting up as something you'd have to weigh if "I plan to be away for X time" is in your personal forecast.
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A "buy all prestige upgrades in this tier" and "reset this prestige tier only".
Kinda tired of buying up levels 1 through 3 because I want to experiment with a new build.
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improve the intelegence of auto cast for the buy hack and the extend hack
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I'm now at the stage where I need to spend significant offline boost to proceed.
Challenges provide no tangible benefit. I mean, I could conceivably do about ten of them, but gain no meaningful progress. Just have a few more upgrades that I'm not able to afford.
I think the mid/late game scaling is off.
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The ability to have the auto collector rotate between the currencies on it's own would be nice. Without such a thing, the idle isn't idle enough, and requires too much active work.
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